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Showing results for tags 'game philosophy'.
Oh grab. How I love and despise you. As the subject said is there any other move in the game as slanted towards the aggressor as grab, or have I been misinterpreting it? Two str 60 bricks (Gilgamesh and Enkidu!) lock horns. Enkidu goes first and makes his grab check. He hits and immediately rolls his full strength (12d6) vs Gilgamesh's half strength (6d6). Surprising nobody he wins despite a bad roll (10 vs 7). He then gets a free action to crush for 12d6. Gilgamesh is up. He roars and throws his grabber off him, despite the full strength vs strength contest (12 vs 11). Since he didn't double his attacker (and can't) this takes his full phase. Next phase Enkidu attacks again and suceeds (13 vs 4). Crush for another 12d6. At this point Gilgamesh starts headbutting him instead, thankful he spent 5 points on a naked adder that lets him use his strength from Alternate Origin Points ... because he's never staying free. This scenario comes up all the time in my games. A suspicious number of both heroes and villains have a few meters of teleport for some mysterious and totally unrelated reason... What has been anyone else's experience with grab? Does it change how you design things (for good or bad)? Do you have house rules about it (I had grab vs full str for a while but it was rendering the poor telekinetic completely useless against anything even slightly stronger than human maximum)?